Contains spoilers obviously
Took Gaf's translations since it's in Italian.
Never before in this chapter are the fatal events to lead our to make the difficult decision to leave for distant lands is not the promise of a millionaire treasure, nor the fame and glory; but a dramatic situation that can overturn the cards on the table.
The desert environments with strong colors red blood that stand before the players are in fact fully explorable and at first glance seem to propose different approaches to the mission: in fact the suspension of disbelief does not have such a long life, the locations are built so that they can recreate the feeling a huge open space despite the existence of a single junction and only need the continuation of the story.
The immense landscapes stand out on the retina of the player, featuring a broad and rich in minute details; details that only a few software companies in the world are able to carve and donate to their productions.
Combat:
thanks to the greater openness of the environment and the resulting different possibilities of approach. the landscape offers numerous strategies to face the enemy, accerchiandolo, sticking his head down or quietly, with stealth killings calibrated to the millimeter. the innovations introduced here thus refer the detection-system AI enemy and Nate's ability to act through stealth movements, favored by the natural shape of the location. the battle can be divided into two simple stages: the first consists in the approach to the target, with the possibility of mark the enemies from a distance, by pushing the buttons L2 and L3; mechanical performance rather trivial in the application because of a too wide range that allows the player to activate profusely markers on enemies are not in visual range.
The second, however, is the classic phase of engagement, already present in other earlier chapters, in which the user can decide how to proceed in the clash: the level design of Uncharted 4: End of a Thief in fact allows all types d ' action, emphasizing stealth attack in favor of a boarding without rules. Naughty Dog has provided in this chapter carto the slaughter of unsuspecting enemies of the presence of Drake and, in the vicinity of some contextual areas - such as evergreen shrubs borrowed from a long line of previous games, the body can be automatically hidden from view. Often the latter technique is necessary to eliminate the large number of soldiers present: their projectiles causing high damage to Nathan and throw himself openly in the battle is only recommended for experienced players. This constant urge towards a silent approach has led the Californian software house to design a detection system consisting of the three states "ignorant", "alarm" and "fighter", each determined by a specific color and by a device placed over the roar opponent's head. The system is surprisingly responsive and the look of the sentries is natural and well designed, without encountering thus casus belli generated by X-rays of a friendly guard armed named Clark Kent.
Last but not least it is inevitable to mention the grappling hook, already known after the introduction trailer released in the previous months; it can be used not only to solve puzzles related to the environment but also in battle, to rappel from above on unsuspecting enemies or to move quickly on the pitch.
Summary:
Uncharted 4: End of a thief managed to dispel almost all of the (very few) doubts that tormented me before the single-player test, carried out last Friday behind closed doors in that of Milan. The game seems to granite in every aspect: the story of this new chapter starts from a premise more mature than previous episodes - without neglecting the typical humor of the series - while the already solid gameplay has been touched up with some interesting additions and supported by a level design that allows a variety of different approaches. The only question appears on the narrative front: Naughty Dog will be able to reconcile the lockout and masterful storytelling of previous episodes with the new (albeit apparent) freedom of action typical of this fourth chapter? There are only a few weeks to find out, but on May 10 has never been so far away.
New Screens:
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http://www.spaziogames.it/recensioni_videogiochi/console_playstation_ps4/19184/uncharted-4-fine-di-un-ladro.aspx
This guy broke the embargo which ends on Monday at 7 am PST. Tomorrow we'll be getting tons of previews, streams, and playthroughs of the Uncharted 4 Africa demo.
New Preview:
Frankly, I was surprised at how good A Thief’s End looks and plays. The remaster of the Uncharted trilogy last year sort of opened my eyes to how a masterpiece like Uncharted 2 even with a 1080p upgrade didn’t quite look as mind-blowing as I remembered. Uncharted remains one of the best video game series of all time, but its age was showing. Uncharted 4 has a more detailed, much more expansive feel in terms of environment. This isn’t as super-huge like how Afghanistan seemed in MGSV (Uncharted 4 is not open-world, mind you) but it's impressive regardless.
Back to the demo, the main goal is to find a tower that will give Nathan clues about finding the whereabouts of Avery's treasure. Turns out one of the fabled twelve towers located on a volcano is said to have Avery’s treasure. Like MGSV you’re using a vehicle to speed up the process as it were. The rolling hills are gorgeous, the draw distance spectacular.
Quickly heading up becomes a bit more of a challenge, as the mud is slippery and I needed to have enough propulsion to drive from a solid rock surface to another. In a way this is kind of like platforming, but with a car, and no jumping.
As with many Uncharted mechanics, you’ll use the universal triangle button to pull off the winch from the jeep and then—here’s another nice, subtle, gameplay move—you’ll move Nate around the tree tree to tie it. (Nate even switches hands like anyone would.) A less intuitive game would have had you simply hit triangle with Nate would doing all the work. These little touches go a long way to keep players invested. The jeep gets up the hill (success!) and we’re off. Winch: totally worth it.
Then suddenly, an explosion from far away makes Nate and the gang nervous. Using binoculars (just like Big Boss would have done), they speculate that the armed guys are working for someone named Nadine. She’s character I’ve seen stills of but was not in the demo. Here is where the action ramps up.
The big new addition is being able to tag enemies by hitting the left stick while aiming. It’s a little awkward holding the left trigger and pressing the stick with one hand, but so far you’re mostly doing it at a distance from bad guys so I didn’t mind. The hand-to-hand combat feels smoother, less stuttery like in past versions. If you come into an enemy’s line of sight, he will notice with their marker turning yellow, then red. In a nice addition that, yes, does remind me of Metal Gear again, you can get them to stop searching if you just stay hidden for long enough. Throughout this sequence was also stealth, exploding a huge wall, and a sniper rifle. Everything feels great.
Uncharted 4 is off to a fantastic start, and I was bummed when it was over. I'll just have to wait until the game releases on May 10 this year for PS4.
More quick impressions:
- Even if you die, enemies you’ve tagged, stay tagged. Nice.
- The more male-centric vibe (usually a strong female character is a great balance) actually works great.
- The music is just as thrilling as ever.
- There are some destructible environments made of wood. Could be something hidden there.
- Nolan North, back as the voice of Nathan, never misses a beat.
http://www.gamerevolution.com/preview/uncharted-ps4
I'll see if I can find another video of the 18 min Africa gameplay since it was take down. It looks amazing, a lot of this reminds me of MGSV. I'm impressed with how much Uncharted 4 has evolved.
Mirror of the full video:
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